Personally, what annoyed me the most about the game was
unrealized potential. DAO was an amazing starter game, pulling back the curtain
to a world both familiar, but also new. It had the feeling, with it's broad,
epic (which I use in the sense of both length, and scope) story, and with it's
more classic-hero main character, of a legend in making, in-universe.
Then came Dragon Age 2.
What a hate the most about Dragon Age 2 is the unrealized
potential. It could have been so very, very good. A more personal, more in depth
story would have honestly been wonderful. I liked the "Folk Hero" and
personal journey very much, and the idea of focusing on one city, although a
little strange, wasn't off-putting.
What went wrong?
In my opinion, time. Time. Time. It could have been
wonderful, but for the sake of money, they rushed it, and ended up making a
deeply flawed product.
For a game to tell a personal story, for it have impact for
what they seemed like they were aiming for, it needs to inspire emotion. The
primary emotion I felt playing the game was frustration. In writing classes,
the one thing beat into us, over and over again is the mantra "show, don't
tell." You want to scrap the Origins for a voiced protagonist that feels
more like a character than a vessel for a player? Fine. However, that should
give you the chance to go in depth into the character, and truly get a chance
to make them a character in their own right.
What I wanted was to see what Hawke's life was like before
the Blight. When we start the game, after the False-action prologue, which I'll
admit was a fun way to grab the gamer, we should have been able to play through
some of Hawke's life. Just because the Hero losing their home is a well
established cliche doesn't mean it's lost meaning. We get glimpses of how
Hawke's family react, and even, to an extent, Hawke's response to losing the
Home, but we don't get anything other than a few flickers of conversation with
Avaline about it.
To me, this was the first sin. Would it have been too much
to see Hawke's life before the Blight? We could have had an intro in Lothering,
maybe play a few scenes from his childhood.
Had I been a writer, I would have written a few scenes, maybe of Hawke
interacting with his father. Don’t just tell us. Show us him learning the
sword, or magic. Show his interaction with his brother and sister, before it
all fell apart, and what his mother was like before they got driven out from
their home. When we meet Leandra, she’s already broken up, having lost both her
husband and her home. This was a horribly wasted opportunity. I frankly didn’t
really care about her. She was just another face. You want us to care? Show her
happy, with her children before the blight, then show her lose everything, her
home, one of her children. Make it hurt.
Some scenes of MageHawke hiding from the Templars, maybe a
talk with his/her father, lessons on how to avoid them would have been good as
well. It would have made the conflict of the game seem a lot more personal. You
could have a scene of NotmageHawke with their father as well, maybe having him
ask them, tell them to look after Betheny, protect her from the Templars. That
would have brought it to a personal level, which, when you’re making a game
that is supposed to be human and personal, is the whole point.
That’s just a start. There was so much wasted potential. You
don’t feel the desperation Hawke should have felt, surviving on the streets, on
the edge of poverty, one step ahead of the Templars. If you’re going to focus a
game around a single city, like Kirkwall, the city itself needs to be a
character. It should change with time, having people going about their lives,
maybe even have holidays, events. It shouldn’t just be a series of disconnected
combat areas. We should feel Hawke’s
pain, or even lack thereof, as his family and friends are stripped away, even
as he becomes more and more powerful.
On to act two. This may be asking for too much, but I have
high expectations for Bioware. They’re Bioware. They’re the kings of the CRPG.
You’re rich, you’re famous. Kirkwall should start to feel like a home. Let us get
attached to the city. Maybe let us meet Hawke’s neighbors, kick back with some
drinks with your companions with at the mansion. Instead, they give us a
cutscene. They could have had us talking with Leandra, showing her pride and
happiness at having the estate back. They did this to an extent, but they could
have done so much more.
Show. Don’t tell.
Show.
This would have made the Quinari invasion more gripping,
more of a threat. Now, once again, Hawke’s on the verge of losing his home for
the second time.
I’m not going to even start on the final act. I honestly can’t
say anything would help, other than a complete re-write. Bioware has always
been about choice. We didn’t get choice. We got rail-roading. No. Even worse.
We got the illusion of choice. Either way, it didn’t matter. You could have
flipped a coin, for all the good it would do. Templar or Mage, either way, it
ends the exact same. The same people die. Hell, both antagonists end up going
insane, the oldest one in the book. There is precisely one major character you
can decide the fate of. Don’t give us that. You can do better than this,
Bioware. We know you can.
It’s also unclear what you were trying for. Was it a story
about choice, or about the lack thereof? Personally, I think if you didn’t want
us to have choices, I wouldn’t have complained, had it been done *right*. A
story about a Hawke who, despite his wealth, combat skill, and influence, is
little more than pawn being forced around by forces greater than himself would
have worked fine. However, in this case, the pressure was a Meta-gamy, external
pressure. It was immersion-breaking pressure, when it could have deepened immersion.
I’ll give Bioware this. The dialogue was witty, and in my
opinion, all of the characters were essentially well written, with only a few
glaring exceptions. (Looking at you, Orsino.) The Idol was a cop-out, a glaring
boil in the nose of a truly thought-provoking conflict. However…you’re Bioware.
You don’t get credit for that anymore.
It all boils down to time. It was an amazing concept that
failed do to lack of time. DAO gave us a brilliant window into a new world,
with a mythic plot, and Dragon Age II could have been surpassed it, giving us
an intense, personal story. But it didn’t. There wasn’t enough time.